Gaming system network and method for delivering gaming media

ABSTRACT

A gaming server system is described, the gaming server system including a verification system, a memory module, a centralized gaming server, and a paytable module. The verification system is configured to access a registration database having registration data for registered users. The memory module is configured to store images corresponding to at least one game outcome, with the images communicated to the network access devices. The paytable module is associated with the centralized gaming server, and it is configured to determine one or more prizes associated with a game outcome. The centralized gaming server is configured to generate at least one random game outcome by random generation at the centralized gaming server, and configured to access the memory module and communicate the images corresponding to the random game outcome to the network access devices.

CROSS REFERENCES TO RELATED APPLICATIONS

This patent application is a continuation of Ser. No. 10/681,034, filedOct. 8, 2003 now U.S. Pat. No. 8,403,755, which is a continuation ofpatent application Ser. No. 09/899,559 having a filing date of Jul. 5,2001, now abandoned, which claims the benefit of provisional patentapplication 60/266,956 filed Feb. 6, 2001.

BACKGROUND

1. Field

The present invention is an interactive gaming system network and methodfor delivering gaming media. More particularly, the interactive gamingsystem and method operates in a networked environment that interfaceswith a gaming server and a video server.

2. Description of Related Art

The related art includes gaming devices, on-line gaming, networkedinteractive gaming, and biometrics.

Gaming Devices

For purposes of this patent, the term “gaming” shall refer to eithergambling and/or gaming applications. Gaming devices include games ofskill and games of chance. Games of chance include many casino-typegaming devices in which the outcome of the game depends, at least inpart, on a randomly generated event. For example, a game of chance mayuse a random number generator to generate a random or pseudo-randomnumber. The random number may then be compared to a predefined table todetermine the outcome of the event. If the random number falls within acertain range of numbers on the table, the player may win a predefinedprize. The table may also contain display information that allows thegaming device to generate a display that corresponds to the outcome ofthe game. The gaming device may present the outcome of the game on alarge variety of display devices, such as mechanical spinning reels orvideo screens.

Games of skill comprise a skill component in which a player combinesletters or words (word puzzles), answers questions (trivia), overcomeschallenges (video games), competes with other players (networked videogames), and the like. Generally, a game of skill is a game requiring alevel of skill which does not rely solely on chance. Some games of skillrequire a high degree of expertise and knowledge and other games ofskill require very limited expertise or knowledge.

On-Line Gaming

In June 2001, Nevada signed a bill that could result in Nevada being thefirst state to offer legalized gambling over the Internet. The new lawauthorizes state gaming regulators to set up an infrastructure tolicense and oversee online gaming in Nevada when such gaming becomeslegal. Online gaming is a federal issue whose legality is unclear atpresent.

A variety of technological limitations have been asserted as preventingCongress's endorsement of on-line gaming. These technologicallimitations are related to the prevention of underage gambling,controlling of gambling addiction, and ensuring the security andreliability of on-line gaming.

To prevent underage gambling prior art systems and methods usepasswords, user IDs, credit cards and “click-through” agreements thatask the player to agree to being of legal gambling age by clicking on abutton. Presently, there are no systems and methods to control on-linegambling addiction. With respect to ensuring that on-line gaming issecure and reliable, prior art systems and methods use variouscryptographic techniques such as RSA encryption, digital certificates,or other similar well known cryptographic methods. These cryptographicmethods are helpful in ensuring secure communications, however thesecryptographic methods do not ensure that the individual accessing theon-line game is a valid user.

In view of the prior art systems, a minor or other unauthorizedindividual simply needs a user ID and a corresponding password to accessa gaming site. The obtaining of a user ID and password is a relativelysimple task as this information is generally not modified. Commonly theuser ID information is acquired by identifying the web site's namingconvention for the player. The player password can be easily determinedby remembering the pattern of keys typed by the player during the log-onprocedures or by simply requesting the password from the player as partof a diagnostic procedure. The latter is a trick commonly used byhackers to access a system. The password problem may be overcome bymodifying the password on a regular basis, however the player must thenremember the modified password. Should the player forget the password anew password is mailed. During the mailing process it is common fore-mail to be easily intercepted in cyberspace. Additionally, it iscommon for unauthorized users to simulate being at a certain location bysubmitting an IP address that identifies an authorized user.

Therefore, a better system and method for identifying a valid user isneeded. Additionally, it would be beneficial to provide a gaming systemand method that would prevent underage gambling, be simple to implement,prevent gambling addiction, and provide a higher degree of security andreliability from unauthorized users.

Networked Interactive Gaming

Networked interactive gaming in an open networked environment such asthe Internet is well-known. However, interactive gaming in an opennetwork such as the Internet is confined to communicating with otherdevices using the same TCP/IP protocols. Currently networked interactivegaming systems using the TCP/IP protocol are not configured tocommunicate with interactive set-top boxes using MPEG protocols.

Networked interactive gaming in an open networked environment usingtraditional security methods such as secure socket layers and digitalcertificates are well known. However, networked interactive gaming in anopen networked environment using traditional security methods does notprevent gambling from a minor having acquired a parent's user ID andpassword without the parent's consent.

Networked interactive gaming using LANs and WANs for progressive slotmachines having large jackpots are also well-known. However, networkedinteractive systems using LANs and WANs for progressive slot machinesgenerally exist in a highly secure proprietary network environment.Thus, the creation of a progressive slot machine with a large jackpot inan open network environment is not well known.

Biometrics

A biometric is a measurable psychological and/or behavioral trait thatcan be captured and subsequently compared with another instance at thetime of verification. This definition includes the matching offingerprints, voice patterns, hand geometry, iris and retina scans, veinpatterns and other such methodologies. For purposes of the inventiondescribed heretofore, the definition of biometrics also includessignature verification, keystroke patterns and other methodologiesweighted towards individual behavior.

Biometric applications for games of skill and games of chance arelimited. For example biometric gaming applications are taught in U.S.Pat. No. 6,010,404 granted to Walker et al. teaches a method andapparatus for using player input codes (e.g., numeric, biometric orphysical) to affect the outcomes of electronic gambling devices, such asslot machines. Additionally, U.S. Pat. No. 6,142,876 granted to Cumbersteaches a system and method for passively tracking the play of playersplaying gaming devices such as slot machines. Players provideidentification information and facial recognition data is acquired by adigital or video camera. For each player an account file and a file ofthe facial image data is stored. When the player plays the slot machine,a camera scans the player and acquires facial image data which iscompared to stored data to identify the player. Furthermore, U.S. Pat.No. 5,902,983 granted to Crevelt et al. teaches a gaming machineconfigured to perform EFT transactions which are limited to presetamounts. The patent teaches the use of a fingerprint imaging device, andretinal scans for verifying a player's identity.

Although biometric applications for gaming applications are known,biometric applications for on-line gaming systems are not known.Furthermore, the managing of biometric information and gaminginformation in an open network environment are not known. Additionally,the use of biometrics in a gaming system and method to prevent underagegambling and prevent gambling addiction is not known.

SUMMARY

A gaming server system is described, the gaming server system configuredto communicate with at least one network access device communicativelycoupled to a network. The gaming server system includes a verificationsystem, a memory module, a centralized gaming server, and a paytablemodule. The verification system is configured to access a registrationdatabase having a plurality of registration data associated with eachregistered user. The memory module is configured to store a plurality ofimages corresponding to at least one game outcome that are communicatedto the at least one network access device. The centralized gaming serveris communicatively coupled to each of the at least one network accessdevice, the centralized gaming server configured to generate at leastone random game outcome by random generation at the centralized gamingserver. The paytable module is associated with the centralized gamingserver, and it is configured to determine one or more prizes associatedwith a game outcome. The centralized gaming server is also configured toaccess the memory module and communicate the plurality of imagescorresponding to the at least one random game outcome to the at leastone network access device

In one embodiment, the verification system is configured to receive useridentification information associated with a player from each networkaccess device, and verify the player accessing the network access deviceis a registered user by comparing the user identification information tothe registration data.

A method for generating a game outcome with a gaming server systemconfigured to communicate with a plurality of network access devicesthat are communicatively coupled to a network is also described. Themethod comprises enabling a verification system to receive useridentification information from at least one network access device. Themethod further comprises verifying with the verification system that theuser accessing the at least one network access device is a registereduser by comparing the user identification information to registrationdata stored in a registration database. The method includes generating,with a centralized gaming server communicatively coupled to each of theplurality of network access devices, at least one random game outcomewith random generation at the centralized gaming server. Finally, themethod includes determining one or more prizes associated with therandom game outcome with a paytable module associated with thecentralized gaming server, and communicating a plurality of imagescorresponding to the at least one random game outcome from thecentralized gaming server to each network access device.

One advantage of the present invention is that it provides a system andmethod to prevent underage gambling.

A further advantage of the present invention is that it provides a moresecure and reliable and secure gaming system and method.

Another advantage of the present invention is that it provides a systemand method for managing biometric information and gaming information inan open network environment.

Another advantage of the present invention is that it permits aplurality of users in a geographically broad area to play the same game.

A further advantage of the present invention is that it provides apseudo-real time gaming system and method.

Another advantage of the present invention is that it simulates a gameof chance such as a slot machine in an on-line environment.

An additional advantage of the present invention is that it provides anetworked jackpot.

BRIEF DESCRIPTION

A networked gaming system that comprises a verification system, abroadband gaming system and a transactional system is described. Theverification system operations include ensuring that a user is aregistered player by using a biometric input. The broadband gamingsystem operations include managing and performing at least one game. Thetransactional system operations include providing oversight for eachtransaction conducted by the verification system and the broadbandgaming system.

A verification system for playing the networked gaming system isdescribed. The networked games include games of chance and games ofskill. The verification system communicates with a biometric inputmodule and a network access device to generate a user identificationinformation. The user identification information is compared toinformation in a registration database. If an acceptable match is madebetween the user identification information and the information in theregistration database, the user is designated as a player. The playerthen has access to both the broadband gaming system and thetransactional system.

A broadband gaming system which is in communication with theverification system is described. The broadband gaming system includes abuffer which stores information about players who desire to play a game.The buffer is operatively coupled to a random number generator thatgenerates a random number for each player in the buffer. A paytablemodule in communication with the random number generator determines theoutcome associated with the random number generator. The paytable alsodetermines which images are associated with the outcome for each player.Preferably, the images are stored on a mini video server and then cachedin a memory module. The images are intelligently buffered for downstreamcommunications. In its preferred embodiment, a plurality of encoders areoperatively coupled to the memory module caching the broadcast videostreams. The plurality of encoders encode the broadcast downstreamimages according the requirements for each network access device. Eachencoder is operatively coupled to an encryption module that encrypts thebroadcast. A modulation module is operatively coupled to the encryptionmodule and modulates encrypted images for downstream transmission. Eachnetwork access device includes a tuner, a demodulation module, and adecryption module that permits an image to be viewed by the networkaccess device.

A transactional system and method that ensures secure communicationsoccur in the verification system and the broadband gaming system isdescribed. The transactional system also performs accounting, bonusing,tracking and other such functions. Preferably, the transactional systemis capable of receiving a plurality of funds from a financial accountand converting them to credits that are used in the broadband gamingsystem.

The above description sets forth, rather broadly, the more importantfeatures of the present invention so that the detailed description ofthe preferred embodiment that follows may be better understood andcontributions of the present invention to the art may be betterappreciated. There are, of course, additional features of the inventionthat will be described below and will form the subject matter of claims.In this respect, before explaining at least one preferred embodiment ofthe invention in detail, it is to be understood that the invention isnot limited in its application to the details of the construction and tothe arrangement of the components set forth in the following descriptionor as illustrated in the drawings. The invention is capable of otherembodiments and of being practiced and carried out in various ways.Also, it is to be understood that the phraseology and terminologyemployed herein are for the purpose of description and should not beregarded as limiting.

BRIEF DESCRIPTION OF THE DRAWINGS

Preferred embodiments of the present invention are shown in theaccompanying drawings wherein:

FIG. 1 a through FIG. 1 d provide diagrams of a plurality of networkaccess devices.

FIG. 2 is a high level diagram of a gaming system networked to aplurality of network access devices.

FIG. 3 is a block diagram of an illustrative biometric input module.

FIG. 4 is a block diagram of a gaming system configured to receive abiometric input from a network access device.

FIG. 5 is a table of the data fields in a verification system.

FIG. 6 is a table of the data fields in a broadband gaming system and ina transactional system.

FIG. 7 is a block diagram of a broadband gaming system.

FIG. 8 is a flowchart of the registration method for the gaming system.

FIG. 9 is a flowchart of the verification method for the gaming system.

FIG. 10 is a flowchart of the information processed by the gamingsystem.

FIG. 11 is a continuation of the flowchart of the information processedby the gaming system in FIG. 10.

DETAILED DESCRIPTION

In the following detailed description of the preferred embodiments,reference is made to the accompanying drawings, which form a part ofthis application. The drawings show, by way of illustration, specificembodiments in which the invention may be practiced. It is to beunderstood that other embodiments may be utilized and structural changesmay be made without departing from the scope of the present invention.

Network Access Devices

Referring to FIG. 1 a through FIG. 1 d there is shown a plurality ofillustrative network access devices. Each of the network access devicesis configured to be capable of running a gaming application. Forillustrative purposes the gaming application shown simulates thespinning reels of a slot machine.

The network access device in FIG. 1 a is a personal computer 10 having anetwork interface card (not shown) that may be operatively coupled to amodem (not shown). Another network access device shown in FIG. 1 bincludes a television 12 operatively coupled to an interactive set-topbox 14 that is operatively coupled to a cable network (not shown). Theother network access device shown in FIG. 1 c is a wireless device 16such as a digital phone or personal digital system (PDA) or other suchwireless device which is configured to communicate with a network usingwireless networking protocols. Yet another network access device isshown in FIG. 1 d and includes a gaming terminal 18 such as a slotmachine on a casino floor that is operatively coupled to a plurality ofother gaming terminals. It shall be appreciated by those skilled in theart of networking that the distinguishing feature between each of thesenetwork access devices is the type of communications protocols used byeach device to enable communications between similar network accessdevices.

Each of the network access devices either includes a biometric inputmodule operatively coupled to the network access device or includes abiometric input module communicatively coupled to the network accessdevice. A biometric is a measurable psychological and/or behavioraltrait that can be captured and subsequently compared with anotherinstance at the time of verification. This definition includes thematching of fingerprints, voice patterns, hand geometry, iris and retinascans, vein patterns and other such methodologies. For purposes of theinvention described heretofore, the definition of biometrics alsoincludes signature verification, keystroke patterns and othermethodologies weighted towards individual behavior.

In one illustrative embodiment, the biometric input module is afingerprint scanner 20 resident on the gaming terminal 18 wherein thebiometric input is a fingerprint. In another illustrative embodiment,the biometric input module is the screen 22 of wireless device 16wherein the screen is configured to receive a biometric input such as auser signature. In yet another illustrative embodiment, the biometricinput module is a telephone 24 that is configured to receive a voicepattern from a user prior to engaging communications with theinteractive set-top box 14. In yet another illustrative embodiment thebiometric input module is a keyboard 26 operatively coupled to computer10 wherein the user is requested to input a keystroke pattern. Anillustrative example of a biometric input module operatively coupled tothe network access device is shown in FIG. 1 d having the fingerprintscanner 20 on the gaming terminal 18. An illustrative example of abiometric input module, e.g. the telephone 24, communicatively coupledto the network access device, e.g. the interactive set-top box 14, isshown in FIG. 1 b.

The biometric input is used to prevent unauthorized gaming activity andefficiently store credits on the user's behalf. By way of example andnot of limitation, unauthorized gaming activity includes preventingunderage gaming and prohibiting players with histories of gamblingaddiction. Additionally, player credits may be stored on a network sothat the player does not need to carry coins, paper currency, coupons,credit cards or debits cards to play a game. It shall be appreciated bythose skilled in the art having the benefit of this disclosure thatdifferent biometric input modules may be used in conjunction withdifferent network access devices.

Gaming System

Referring to FIG. 2 there is shown a high level block diagram of agaming system 30 in communication with a plurality of network accessdevices coupled to a network 32. The gaming system includes averification system 34, a broadband gaming system 36 and a transactionalsystem 38. The verification system 34 verifies that a user operating anetwork access device is a registered player. The broadband gamingsystem 36 performs the function of generating a game and broadcastingthe game results to each of the network access devices. Thetransactional system 38 performs a plurality of functions includingtracking each transaction performed by both the verification system andthe broadband gaming system and conducting electronic fund transfers.

Verification System

The verification system 34 verifies that a user desiring to play thegame is a registered player. The verification system 34 communicateswith the biometric input module and a network access device to generateuser identification information. The user identification informationincludes information such as cryptographic keys that are necessary tosecurely identify the network access device. The user identificationinformation also includes media access control (MAC) identification andconfirmation of the user Internet Protocol (IP) address. The useridentification information is compared to information in a registrationdatabase 40 by a verification server 42. If an acceptable match is madebetween the user identification information and the information in theregistration database, the user is designated as a player. The playerthen has access to either the broadband gaming system 36 or thetransactional system 38.

In an alternative embodiment the user identification information ishoused in a smart card (not shown) that is in communication with theverification system 34. The smart card includes a stored biometric whichis used to identify the user as a player. Cryptographic keys are thenexchanged between the verification system 34 and the smart card toprovide the player access to either the broadband gaming system or thetransactional system 38.

Referring to FIG. 3 there is shown an illustrative biometric inputmodule 50. By way of example, the illustrative biometric input module 50is a fingerprint scanner. It shall be appreciated by those skilled inthe art having the benefit of this disclosure that the use of thefingerprint scanner as the illustrative biometric input module is notrestrictive. A scanned fingerprint image is collected by the biometricinput 52. After the scanned fingerprint image is collected, thefingerprint image is compressed by the compression module 54. A memorymodule 56 provides fast memory resources for the compression of thefingerprint image. After compression, the fingerprint image is encryptedby the encryption module 58 for downstream transmission. The encryptionmodule 58 also includes a memory module 60 that provides fast memoryresources for the encryption of the compressed fingerprint image. Anencrypted compressed fingerprint image is then communicated to network32 (see FIG. 2) using the network interface module 62.

Referring to FIG. 4 there is shown a block diagram of the verificationsystem 34. The verification system is operatively coupled to network 32with network interface module 64. The network interface module 64 isconfigured to receive user identification information generated by thenetwork access devices and from the biometric input module. Preferably,the biometric and other user identification information received by theverification system is an encrypted biometric that is decrypted bydecryption module 66. A memory module 68 is preferably a fast memorythat expedites the decryption process. After decryption the biometricand remaining user identification information is processed by theverification server. It shall be appreciated by those skilled in the artthat the verification server 42 may house the network interface module64, decryption module 66 and the memory module 68. The verificationserver 42 is also in operative communication with a registrationdatabase 40. The verification server 42 performs the function ofmatching the user identification information collected from the networkaccess device with the player information in the registration database40. Additionally, the verification server 42 performs the cachingfunctions needed to ensure that once a player has been identified duringan initial game, subsequent usage by the same player proceeds quickly.

Preferably, the verification server 42 identifies registered playersusing a biometric template of the registered player residing on theregistration database 40. The registered players are referenced withPersonal ID numbers. When a transaction is undertaken the user firstlycalls up the particular template from the registration database 40 byinputting a Personal ID. The Personal ID includes a particular number,user ID, password or other such identification techniques. The inputtingof the Personal ID is accomplished with a familiar numeric keypad,keyboard, magstripe card or smart card. The correct template is calledand held in memory ready for comparison with the biometric sampleprovided by the user. A comparison takes place that results in a binarytrue or false condition as to the identity of the user. The user is ineffect claiming an identity by inputting the Personal ID and the systemis subsequently verifying that the claim is genuine according to thematching criteria setup within the system.

Referring to FIG. 5 there is shown the registration data fields 70 anduser submitted data fields 72. The registration data fields 70 includedata fields that comprise the user identification information. Theregistration data fields include user identification information such asplayer name, address, user name, password, credit card information, andthe date and time of the registration. The player biometric and PersonalID also comprises the user identification information and providesunique information about the player. The Personal ID may be the same asthe user name or password. It shall be appreciated by those skilled inthe art that some biometric information may be compressed. Furthermore,the user identification information includes data about the networkaccess device and the network connection such as MAC ID, IP addresses,browser type, any cookies resident on the network access device, etc.Finally, the user identification system includes cryptographic keyswhich are used to encrypt and decrypt the communications between theverification system and each of the network access devices.

The user submitted data fields 72 mirror the registration data fields70. The user submitted data fields receive data generated by a user thatis attempting to access the broadband gaming system 36. The usersubmitted information is carefully analyzed to ensure that a valid useris being identified. It is well known that the connection of one networkaccess device to another network access device generates securityconcerns. Preferably, the present verification system operates using afast hardware-type firewall that performs a stateful multilayerinspection. In its preferred embodiment the firewall provides packetfiltering using a secure protocol such as IPSec. This protocol providesencryption of the data at the packet level as well as at the sourceaddress level. Without access to the encryption keys, a potentialintruder would have difficulty penetrating the firewall. Additionally,it would be preferable to provide a circuit level gateway and anapplication level gateway. The circuit level gateway works on thesession layer of the OSI model or the TCP layer of the TCP/IP model andmonitors TCP handshaking between packets to determine whether arequested session is legitimate. The application level gateway filtersdata packets at the application layer of the OSI model. A statefulmultilayer inspection firewall offers a high level of security, goodperformance and transparency to end users.

Referring to FIG. 6 there is shown the player data fields 74 that aregenerated by the broadband gaming system and the transactional systemafter the user has been verified to be a registered player. The playerdata fields 74 are used to generate a player matrix which is used as anadditional internal security measure. The player data fields 74 includea Player ID that identifies the player, a timestamp that provides thedate, time in and time out by the player during the game. Additionally,the type of game, credits played, and credits remaining are monitored.Based on the level of player activity a bonus is provided to the player.Further still the session time for each type of game and the amountplayed during the session is monitored to better define the type ofgames the players' like. Transactional information is also monitored andupdated, preferably, by the transactional system 38. The transactionalinformation includes credit card information, transaction requests,transaction approval, conversion of monetary funds to credits forplaying the game, any transfers of credits for playing the game, andconversions from credits to monetary funds that are credited to theplayer's financial account. Preferably, communications between thetransactional system and the broadband gaming system are conducted in asecure environment using cryptographic keys. Although the use ofcryptography within the private network may appear excessive one of thegreatest security threats within a private network comes from its ownemployees. Therefore, it is preferable to use internal firewalls forcommunications between the broadband gaming system, the transactionalsystem and the verification system.

Broadband Gaming System

A more detailed drawing of the broadband gaming system is provided inFIG. 7. The dashed boundary in FIG. 7 defines the broadband gamingsystem 36. After player verification is completed at the verificationsystem 34, the broadband gaming system 34 is engaged. The broadbandgaming system 34 includes a player buffer 84 configured to receive theplayers who will be playing the game. The player buffer 84 generates aninitial player matrix with player data fields 74.

A countdown timer 82 is coupled to the player buffer 80. Preferably, thecountdown timer 82 is also displayed to the player. The countdown timer82 provides a window of time within which players may join the game. Theplayers that have joined the game before the end of the timing periodare stored in the buffer. When the timing period reaches zero theinitial player matrix is communicated to the transactional system 38 andto the gaming module 84.

The gaming module 84 provides a game that is played by the plurality ofplayers. The game may include a plurality of different games and thetype of game is not restrictive to this invention. Preferably, thegaming module 84 includes at least one random number generator 86 and apaytable module 88.

The random number generator 86 is operatively coupled to the playerbuffer. The random number generator 86 generates at least one randomnumber that is stored in the player matrix. In one embodiment, at leastone random number is generated for the plurality of players playing thegame. In an alternative embodiment, at least one random number isgenerated for each player. In yet another embodiment, a plurality ofrandom numbers are generated that are applied to the plurality ofplayers playing the game. Preferably, the random number generator 86 isa fast hardware module.

A paytable module 88 is operatively coupled to the random numbergenerator 86. The paytable module 88 is a programmable module thatdetermines the type of prize awarded to the player based on the randomnumber generated by the random number generator 86. In one embodiment,the paytable module 88 is a field programmable gate array. Preferably,the paytable module 88 also includes an image ID that is associated withthe outcome determined by the paytable module 88.

A gaming output module 90 revises the player matrix to include theoutcome for each player. Additionally, the gaming output module 90groups the players according to the image ID. Based on the resultsgenerated by the gaming module 84, the gaming output module 84 generatesa final player matrix that is communicated to the transactional server38 and to a memory module 92.

Preferably, the memory module 92 has stored a plurality of images in afast memory by the time the final player matrix is communicated to thememory module 92. In operation, the memory module 92 is enabled beforethe final matrix is communicated to the memory module 92. By way ofexample, when the game is engaged the memory module 92 begins theprocess of finding the applicable images associated with the image IDsin the mini-video server 94 and transferring the images to the fastmemory module 92. Thus, when the gaming output is received by thememory, the images are stored in the fast memory module 92. In oneembodiment, the memory module 92 then broadcasts the images to encoders96 and 98. In an alternative embodiment, the memory module 92 isoperatively coupled to an intelligent router (not shown) that routes theimages to the appropriate encoders 96 and 98.

The appropriate encoder then receives the images and converts them to aformat which meets the requirements for the appropriate network accessdevice. By way of example, an IP encoder 96 encodes a plurality of JPEGimages for viewing on a conventional web browser, and an MPEG encoder 98encodes the plurality of JPEG images into an MPEG stream that is viewedon a television via an interactive set-top box.

An encryption module 100 a and 100 b operatively coupled to encoder 96and 98, respectively, then receives the encoded images and encrypts theencoded images in manner well known to those skilled in the art. Amodulation module 102 a and 102 b is operatively coupled to encryptionmodules 100 a and 100 b, respectively, then modulates encrypted encodedimages for downstream transmission in a manner well known to thoseskilled in the art.

Preferably, the broadband gaming system occupies one downstream band,i.e. one 6 or 8 MHz band, in the interactive set-top-box environment. Inthe web based broadcast environment, the broadband gaming systemoccupies a downstream channel much like a standard streaming mediawebsite.

It shall be appreciated by those skilled in the art having the benefitof this disclosure that the broadband gaming system can play more thanone game at a time. The system may be designed to operate in amulti-tasking mode where more than one game is played at a time.Additionally, the system may be designed to operate in a fast serialmode in which a game is played while the countdown timer is waiting forthe next queue to be filled.

Transactional System

Referring back to FIG. 2, there is shown the transactional system 38which comprises a transactional server 110 and a transactional database112. The transactional system 38 performs a plurality of functionsincluding tracking each transaction performed by both the verificationsystem and the broadband gaming system. Additionally, the transactionalsystem 38 is configured to authorize and conduct electronic fundtransfers. Furthermore, the transactional system 38 performs suchoperations as player tracking, managing loyalty programs, engaging bonusgames, determining bonus prizes and interfacing with accountingprograms.

Method for Registering a Player

Referring to FIG. 8 there is shown a flowchart of the registrationmethod for the gaming system 30. The registration method 150 begins whena prospective player first accesses a website, channel, kiosk or othersuch registration terminals as described in block 152. The method thenproceeds to block 153.

At block 153, the registration process is initiated. By way of exampleand not of limitation, a registration terminal may provide a hyperlinkto a registration window that prompts the prospective player forinformation. The method then proceeds to block 154.

At block 154, the prospective player provides registrationidentification information such as name, address, credit card number andother information necessary to create a registration file for theprospective player. The method then proceeds to block 156.

At block 156, the prospective player is prompted for a personal ID. Thepersonal ID may be a user ID, a password, a numeric combination, or anyother such identification information. The personal ID is used duringthe verification process to identify a biometric template for theprospective player. The method then proceeds to block 158.

At block 158, the prospective player submits a biometric to theregistration terminal. By way of example and not of limitation thebiometric is a fingerprint. Any other biometric may also be used. Themethod then proceeds to block 160 or 162.

At block 160, the biometric input is compressed and encrypted. It ispreferable for certain biometric inputs to be compressed such asfingerprint scans, retinal scans and other such scanning techniques.Other biometric inputs such as voice patterns and signatures do not haveto be compressed. The process of encrypting biometric inputs isnecessary in an open network environment. The process of encrypting maynot be necessary on a private proprietary network. Therefore, it shallbe appreciated by those skilled in the art having the benefit of thisdisclosure that the compression and encryption processes in block 160may not be necessary for every biometric input.

At block 162, the prospective player information is stored in theverification system and a player profile is updated accordingly.Alternatively, the prospective player information is stored on a smartcard. The method then proceeds to block 164.

At block 164, security information about the registration terminal iscollected. The registration information identifies the registrationterminal as being a secure terminal. The registration terminal providesinformation such as the MAC ID for the biometric input module, the IPaddress for the server communicating with the registration terminal, andthe cryptographic keys associated with the registration terminal. Theregistration terminal includes the network access devices described inFIG. 1 a through FIG. 1 d as well as kiosks and other such registrationterminals.

At block 166, the prospective player is identified as a registeredplayer and the registration database 40 is updated accordingly. Theregistration process is broken out into separate components for securitypurposes. Once a validly registered player is identified by theverification system, the registration process is completed.

Method for Player Verification

Referring to FIG. 9 there is shown a method 170 for player verificationused by the verification system 34. The player verification processincludes receiving user identification information from a network accessdevice. The method is initiated at block 174 when a user accesses awebsite or channel displaying the game. The method then proceeds toblock 176.

At block 176, the personal ID is provided by the user. The personal IDis used by the verification system to find a biometric template fordetermining whether the user is a registered player. The method thenproceeds to block 178.

At block 178, the biometric input module of the network access devicereceives a biometric from the user. As previously described thebiometric input module can be one of plurality of biometric inputs.Depending on the type of biometric, the biometric may be compressed asdescribed by block 180 and encrypted as described by block 182. At block184, the biometric and the personal ID is then communicated through anetwork 32 to the verification system 34. Alternatively, the biometricand Personal ID is communicated to a smart card for verification.

At block 186, the verification system 34 requests security informationfrom the network access devices. The security information identifies thenetwork access devices as being a valid network access device. Themethod then proceeds to block 188.

At block 188, the verification system 34 processes the securityinformation to ensure that the security information is generated by theappropriate network access device, and to ensure that the securityinformation has not been compromised. Preferably, the verificationsystem 34 performs a stateful multilayer inspection as described above.The method then proceeds to block 190.

At block 190, the user submitted player information is compared to theregistered player information. If a determination is made at decisiondiamond 192 that the submitted player information is not a validregistered player the method proceeds to block 194. At block 194, theuser is requested to re-input the biometric. If the biometric is inputmore than three times, as provided by decision diamond 196, the user isrequested to contact customer service.

If a match is found at decision diamond 192 between the user submittedinformation and the registered player information, the user isidentified as a valid player then the player proceeds to the broadbandgaming system 36.

Method for Operation of Broadband Gaming System

Referring to FIG. 10 and FIG. 11 there is shown a flowchart 200 of theinformation processed by the broadband gaming system 34. The process isengaged by performing the verification process in which the verificationsystem identifies a player as in block 201. After the verificationprocess has been completed the method proceeds to block 202.

At block 202, the players who desire to play a particular game arestored in a buffer until the particular game is engaged. The method thenproceeds to decision diamond 204.

At decision diamond 204, the countdown timer 82 determines if the periodduring which the game is open has been closed. If the game remains open,additional players may be received by the broadband gaming system. Ifthe game is closed because the period during which the game is open hasexpired, then the method proceeds to block 206.

At block 206, the initial player matrix described above is generated.The initial player matrix includes information about the player, thetype of game, and other such information about the game as described bythe player data fields 74 shown in FIG. 6. The initial player matrix isthen communicated to block 208 which transmits the initial player matrixto the transactional system for validation. Additionally, the initialplayer matrix is communicated to the next block 210 in the broadbandgaming system which starts the gaming module.

At block 210, the initial player matrix is received by the gaming module84 and the gaming module 84 is engaged. At a minimum the gaming module84 comprises a random number generator 86 and a paytable module 88. Therandom number generator generates at least one random number that isused during the game. The paytable module 88 is used to determine theprize associated with the at least one random number.

Referring to FIG. 11, a continuation of the broadband gaming systemmethod is shown. By way of example, the gaming module may comprise aplurality of different random number generators. The blocks 214 and 216describe the processes performed by a random number generator and apaytable module, respectively. The random number generator 86 of block214 determines the winning combination of numbers for the game. At block216, the paytable module 88 is used to determine the prize awarded tothe player. Preferably, the paytable module 88 is also configured toprovide image IDs that identify the images associated with the prize.Preferably, the paytable module 88 is resident in both the broadbandgaming system and the transactional system. The purpose for thisredundancy is as a security check for output generated by the gamingmodule. The method then proceeds to block 218.

At block 218 the player outputs with the same image IDs are groupedtogether. The grouping process is performed to simplify the broadcastingof the images to the plurality of players. By grouping the playersaccording to the same image ID and having identified the network accessdevice used by the player, a dynamic broadcasting method is createdwhich occupies minimal downstream bandwidth. The method then proceeds toblock 220.

At block 220 a final player matrix is completed. The final player matrixincludes the same data fields as the initial player matrix.Additionally, the final player matrix includes the random number outputand the paytable output. The final player matrix is then communicated tothe transactional system as described in block 222. The method thenproceeds to decision diamond 224.

At decision diamond 224, a validation procedure is conducted. Thevalidation procedure essentially compares the transactional system'sreverse calculation of the random numbers with the random numbersgenerated by the gaming module. If the random numbers in thetransactional system are not the same or similar to the random numbersgenerated by the random number generator, a system failure or securitybreach is detected. If a security breach or system failure is detected,the method then proceeds to process block 226, which initiatesdiagnostic procedures. If the random numbers match, then the methodproceeds to block 228.

At block 228, the plurality of images is broadcast. The images arepreferably broadcast along one downstream channel for each networkaccess device. However, traffic considerations may require the use of aplurality of downstream channels. By way of example, for DOCSIS and DSLtype downstream transmissions, the streaming video preferably occupies aportion of the bandwidth available for a cable modem or DSL modem,respectively. In an alternative example, for an interactive set-top boxenvironment, the downstream channel preferably occupies one 6 MHz or 8MHz band or a portion of the 6 MHz or 8 MHz band. The method thenproceeds to the next block 230.

At block 230, the broadcast images are encoded for downstreamtransmission. It shall be appreciated by those skilled in the art havingthe benefit of this disclosure that downstream transmission systems arewell known and can be easily integrated into the systems and methoddescribed in this patent. The method then proceeds to block 232.

At block 232, the broadcast images are encrypted for downstreamtransmission. The purpose for downstream encryption is to preventunauthorized access to the downstream signal. It shall be appreciated bythose skilled in the art that various secure systems and methods fordownstream transmission of images are well known.

It shall be appreciated by those skilled in the art having the benefitof this disclosure that a plurality of games may be playedsimultaneously. The games may be played in a distributed/parallel manneror in serial manner.

An Illustrative Game

An illustrative game is described to show how the system and methoddescribed above operates. The illustrative game described herein is aprogressive slot machine. It is well-known that in the United Statesmany states have legalized lottery games even though other games ofchance such as progressive slot machines have not been legalized. It isalso well-known that in casino gaming floors the most popular games areprogressive slot machines. The present illustrative game operates on thesystem and method described above and provides an output similar to aprogressive slot machine with a lottery type input.

The illustrative game includes first having a player provide a pluralityof letters or numbers that are either generated by the player or areselected in a random manner. The random number generator of the gamingmodule is then engaged and a gaming module random number is generated.Preferably, the order that the random numbers were generated is used todetermine the prize awarded to the player. A programmed paytable is thenused to compare the player selected numbers to the gaming module randomnumbers according to the rules programmed into the paytable module.Based on the results of this comparison a prize is awarded to theplayer. An image ID is associated with the prize awarded. The pluralityof players are then grouped according to their respective image IDs. Abroadcast stream for the plurality of images associated with each imageID is broadcast to each player.

A more concrete example includes having a player select a plurality ofnumbers, such as the numbers below:

-   -   25 35 8 15 42

The random number generator of the gaming module is then engaged. By wayof example the random number results are:

-   -   56 2 3 8 42

The paytable module is then programmed to interpret the random numbersgenerated by the gaming module according to the following illustrativerules:

-   -   1. If a match between one number is achieved, then a prize of IX        the initial bet credit is awarded and an image ID X023-1396 is        used. Image ID X023-1396 is an animated plurality of images        representing three cherries.    -   2. If a match between one number at the same location is        achieved, then a prize of 2× the initial bet credit is awarded        and an image ID X023-1397 is used. Image ID X023-1397 is an        animated plurality of images representing four cherries.    -   3. If a match between a first number is achieved and a match        between a second number is achieved, then a prize of 5× the        initial credit is awarded and an image ID X023-1998 is used.        Image ID X023-1998 is an animated plurality of images        representing 3 oranges.    -   4. If a match between a first number at the same location is        achieved and a match between a second number is achieved, than a        prize of 7× the initial credit is awarded and an image ID        X023-1999 is used. Image ID X023-1999 is an animated plurality        of images representing 4 oranges.

Thus, for the illustrative example provided above, the player havingselected the numbers: 23, 35, 8, 15 and 42 is entitled to a prize of 7×the initial credit for a random number: 56, 2, 3, 8, and 42. Theassociated images displayed on the network access device is an animatedplurality of images representing 4 oranges.

The scope of the invention should be determined by the appended claimsand their legal equivalents rather than by the examples given.

What is claimed is:
 1. A gaming server system configured to communicatewith at least one network access device communicatively coupled to anetwork, the gaming server system comprising: a verification systemconfigured to access a registration database having a plurality ofregistration data associated with each registered user; a memory moduleconfigured to store a plurality of images corresponding to at least onegame outcome that are communicated to the at least one network accessdevice; a centralized gaming server communicatively coupled to each ofthe at least one network access device, the centralized gaming serverconfigured to generate at least one random game outcome by randomgeneration at the centralized gaming server; a paytable moduleassociated with the centralized gaming server, the paytable moduleconfigured to determine one or more prizes associated with a gameoutcome; and the centralized gaming server configured to access thememory module and communicate the plurality of images corresponding tothe at least one random game outcome to the at least one network accessdevice.
 2. The gaming server system of claim 1, wherein the centralizedgaming server includes a player buffer configured to receive one or moreplayer data for one or more players from the at least one network accessdevice.
 3. The gaming server system of claim 2, wherein the centralizedgaming server comprises a countdown timer coupled to the player buffer,the countdown timer configured to limit the time during which the playerbuffer is capable of receiving player data.
 4. The gaming server systemof claim 2, wherein the random game outcome generated at the centralizedgaming server is one random number per each player data in the playerbuffer.
 5. The gaming server system of claim 2, wherein the random gameoutcome generated at the centralized gaming server is one random numberfor all the player data in the player buffer.
 6. The gaming serversystem of claim 1, further comprising an encoding module configured toconvert the plurality of images to a format meeting the requirements ofeach network access device.
 7. The gaming server system of claim 1,further comprising an encryption module, the encryption moduleconfigured to encrypt the plurality of images communicated to eachnetwork access device.
 8. The gaming server system of claim 1, whereinthe verification system is configured to receive a player biometric fromthe at least one network access device and compare the player biometricto the registration data.
 9. A gaming server system configured tocommunicate with a plurality of network access devices that arecommunicatively coupled to a network, the gaming server systemcomprising: a verification system configured to access a registrationdatabase having a plurality of registration data associated with eachregistered user, wherein the verification system is configured to:receive user identification information associated with a player from atleast one network access device, and verify the player accessing thenetwork access device is a registered user by comparing the useridentification information to the registration data; a memory moduleconfigured to store a plurality of images corresponding to at least onegame outcome that are communicated to the plurality of network accessdevices; a centralized gaming server communicatively coupled to each ofthe plurality of network access devices, the centralized gaming serverconfigured to generate at least one random game outcome by randomgeneration at the centralized gaming server; a paytable moduleassociated with the centralized gaming server, the paytable moduleconfigured to determine one or more prizes associated with a gameoutcome; and the centralized gaming server configured to access thememory module and communicate the plurality of images corresponding tothe at least one random game outcome to each network access device. 10.The gaming server system of claim 9, further comprising a player bufferconfigured to receive one or more player data sets, each player data setassociated with a particular player.
 11. The gaming server system ofclaim 10, further comprising a countdown timer coupled to the playerbuffer, the countdown timer configured to limit the time during whichthe player buffer is capable of receiving the one or more player datasets.
 12. The gaming server system of claim 10, wherein the random gameoutcome is based on a random number from a random number generator, therandom number generated for each player data set in the player buffer.13. The gaming server system of claim 10, wherein the random gameoutcome is based on a random number from a random number generator, therandom number generated for all player data sets in the player buffer.14. The gaming server system of claim 9, further comprising an encodingmodule configured to convert the images to a format meeting therequirements of each network access device.
 15. The gaming server systemof claim 9, further comprising an encryption module, the encryptionmodule configured to encrypt the plurality of images communicated toeach network access device.
 16. The gaming server system of claim 9,wherein the verification system is configured to receive a playerbiometric as user identification information that is associated with theplayer from each network access device.
 17. A method for generating agame outcome with a gaming server system configured to communicate witha plurality of network access devices that are communicatively coupledto a network, the gaming server system comprising: enabling averification system to receive user identification information from atleast one network access device; verifying with the verification systemthat the user accessing the at least one network access device is aregistered user by comparing the user identification information toregistration data stored in a registration database; generating, with acentralized gaming server communicatively coupled to each of theplurality of network access devices, at least one random game outcomewith random generation at the centralized gaming server; determining oneor more prizes associated with the random game outcome with a paytablemodule associated with the centralized gaming server; and communicatinga plurality of images corresponding to the at least one random gameoutcome from the centralized gaming server to each network accessdevice.
 18. The method of claim 17, further comprising receiving one ormore player data sets with a player buffer at the centralized gamingserver.
 19. The method of claim 18, further comprising limiting the timeduring which the player buffer is capable of receiving the one or moreplayer data sets with a countdown timer at the centralized gamingserver.
 20. The method of claim 18, wherein generating at least onerandom game outcome comprises generating a random game output at thecentralized gaming server for each player data set in the player buffer.21. The method of claim 18, wherein generating at least one random gameoutcome comprises generating a random game output at the centralizedgaming server for all player data sets in the player buffer.
 22. Themethod of claim 17, further comprising converting the plurality ofimages to a format meeting the requirements of each network accessdevice with an encoding module.
 23. The method of claim 17, furthercomprising encrypting the plurality of images communicated to eachnetwork access device with an encryption module.
 24. The method of claim17, wherein verifying with the verification system includes receiving aplayer biometric from the at least one network access device andcomparing the player biometric to the registration data stored in theregistration database.